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Three Hexes 'Zine 3 Modern SciFi Campaigns PDF
Three Hexes 'Zine 3 Modern SciFi Campaigns PDF
Three Hexes Zine #3 - Jan 2nd,
2020
Copyright 2020, Michael Shorten, All Rights Reserved.
Not all campaigns are fantasy based and Three Hexes Table of Contents
isn’t just for fantasy. You can take the idea of starting
with only three options and use it for any genre. This Mega-Sprawl 8 2
issue of the Three Hexes ‘zine proves that. The Plague Lands 3
There are campaign starters here from Fall Gelb Seltsam - Case Yellow Strange 4
post-apocalyptic Earth to a Dyson Sphere to a “what All This Has Happened Before 5
if the Axis powers in WW2 developed super humans
first?”. The Resistance vs the Supers! 6
Babel On 7
Ride along with a German unit suddenly transported
to a fantasy world, jump into political and The Mystery World At Beta Omega 8 8
extraterrestrial intrigue at discovering we were
Wizards and the Windy City 9
colonized 150,000 years ago and see what happens
when the Windy City of Chicago becomes the center Notes and Rules 10
of an interstellar/extra-planar transportation system.
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Mega-Sprawl 8
Campaign: Mega-sprawl Eight is the largest protected IndustrySektor NW8.2 (0201): Several slide (cheap
area of Nuke-Out survivors, supporting many Green ‘Net connect devices) factories near the Wall close
zones of the wealthy, Blue zones of industry and the Radzone have recently been attacked by unseen
technology alongside the Gray zones of the less assailants; Mutian blood was detected nearby. An
fortunate, more desperate. The Radzones outside the investigative reporter is seeking help to find a secret
protective domes and walls are home to Muties and R&D center for UltraViolet’s AI products, ignoring
monsters, but also are where lostek can be recovered warnings that she’ll disappear like previous
and fortunes can be found. Discontent among the investigators. A recent accident has left a former
lowerclass is growing while the Corps competition is armament factory open to possible covert
growing more bloody and spilling out from the intelligence operations by competing Corps, making
shadowy corners into the streets. the site into a potential fire-fight zone.
Northwest Bluzone (Homebase) (0101): The Bluzone Fort Smithson (0300): A heavily reinforced outpost
has seen recent clashes between security forces of The Army, a subsidiary of FedGovInc is guarded by
protecting the TekBloks and the angry lowerclasses modern and antique robots. A shadowy arms dealer
living in nearby Greybloks. A Corp Exec has put out is offering top credit to those who want to try and
the word for mercenaries to help him find his steal the heavy weapons stored within its armories.
pure-blood daughter who may have been kidnapped The Commander has launched raids into RadzoneD2
by the Cult of the White Angel. The ThreeZee9 ‘Net to keep the mutians at bay, while attempting to keep
shop has become the place to be seen and found by this activity secret from public knowledge.
Recruiters looking for hired muscle to perform jobs
for shadowy Corps. Radzone Delta Two (0200): Mutians make their home
in a ring around the blasted, irradiated remains of a
nuke-crater, led by an enigmatic “White Angel” who
is fomenting attacks against Mega8. Scrappers and
desperate lowerclassers comb through the ruins,
looking for valuable salvage. One scrapper in
particular is seeking investors by tempting them with
strange technologies that he’s found; it’s not certain
if these come from the mutians or somewhere else
unknown.
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The Plague Lands
Campaign: Mankind struggles to survive a new Dark The City (0002): The Bugz scuttle among the rubble
Ages of scavenging following the of the city, making it extremely difficult for
Russia-Sino-American war. Mutated horrors display scavengers to get to the lost (and lucrative) tools,
incredible powers from the effects of biological and weapons and equipment left behind. The dangers of a
nuclear weapons on Earth’s biosphere. The remnants decaying urban area make an expedition a calculus in
of homo sapiens compete with the new species that how many men lost, how far one can get into the
have arisen in the wastelands. silent, vegetation-covered ruins and if enough
abandoned technology can be found for a high
Ace’s Crossing (Homebase) (0101): The Crossing is a enough payoff. The last two scavenging parties have
ramshackle collection of shacks and buildings never returned, leaving many to think the insects are
constructed amid the rubble of a destroyed town. too numerous or, more ominously, too organized.
Traders come to hawk scavenged goods and gossip,
while refugees take shelter on their way to the The Radzone (0100): The aftermath of a nuclear
promised land of "Somewhere Else." Five days ago, detonation has twisted the grasslands into an
the town militia beat back strange zombies from the irradiated breeding ground for the dreaded Trogs,
military base to the northeast. The recovered mutated progeny of the humans caught in the blast.
weapons and armor are fetching high prices among The Trogs cultivate strange grains (“Glow Seeds”) that
those who have enough to trade for them. have unpredictable, but often useful properties;
guarding them as if they were religious artifacts. The
market for the grains, which do not grow outside the
Radzone, is high, but so is the cost of retrieving them.
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Fall Gelb Seltsam - Case
Yellow Strange
Campaign: In May 1940, the II Infantry Battalion, Goblintown (0000): This city of tree-dwelling goblins
337th Infantry Regiment of the Wehrmacht 18th is a crazy patchwork of ramshackle tree houses, crude
Army., participated in the attack on the Netherlands, structures and rope bridges. Trade occurs
but the entire unit was "lost" in the attack, never infrequently between Hamlon and Goblintown on the
seen again. That’s not the end of the story, though, as Great Road; opportunistic goblins also look for
the approximately 1,500 men found themselves not travelers here to waylay. A recent skirmish by a recon
in the Netherlands, but in a bucolic, medieval setting, patrol of Wehrmacht and goblins aroused their
populated by people out of legend and mythical bloodlust, with a Goblin Chief being named to lead
creatures! The sudden arrival of advanced technology retaliatory raids.
and confused soldiers has upset the peaceful setting
and it appears that war may be at hand. Cursed Castle (0100) - Oberstleutnant Sauer has
taken over the ruined structure of an abandoned
Hamlon (Homebase) (0001): This village is a castle while he sends out his men on patrols to
relatively peaceful place, serving as a market and determine where they are and what has happened.
place of rest for travelers on the Great Road. Today, The castle's crumbling walls are now bristling with
however, townsfolk are buzzing about the strange machine guns, mortars and scared German soldiers.
invaders from the Cursed Castle that have recently The bodies of several creatures dot the surrounding
made their presence known with an unexpected, fields around the ruins, while patrols nervously search
violent attack! Lord Hestridge has put out a call for the countryside for supplies and answers.
mercenaries and adventurers to form an irregular
militia, while his urgent request for heavier troops Dark Blood Forest (0101) - The tall dark trees of the
makes its way to the Governor. forest form a thick, hedge-like wall that surrounds a
dimly lit, brooding interior. The trees themselves feed
on creatures foolish enough to sit in place too long.
There is a large, burnt and blasted area in the
direction of the Cursed Castle; a wrecked armored
vehicle lies in its center, serving as the only remnant
of a squad that was destroyed by the vengeful woods.
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(Hex scale is 24 miles.) (10d6)
Panzerfaust (10d8) 1” area - -
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connections. Neither of these exist on this world,
but it may be possible to reverse engineer the
requirements to hack a suitable replacement.
There is a Guardians virus present in its operating
system.
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Intuition: Typical/6
Powers: Magnetic Energy Control , Body Alterations
- Defensive - Regeneration
Talents: First Aid, Law
Created by the Axis using G-rays and radiation, Hans
Scheller is the first super. His beliefs, talents, combat
abilities combined with being virtually unshootable
make him a perfect fascist soldier and policeman.
(Hex scale is 24 miles)
Babel On
Campaign: Millennia ago, humans fled a dying Earth Iyx Tunnels (0001): The Iyx are a race of mud
and found themselves on the world of creatures, seen by others as meek and mild patsies to
Haines-Thoreau VI. Mankind has survived since that be taken advantage of. They forget that the
time, adapting to their minority status among the God-Wrath of the Iyx is one of the most powerful, it is
many races of the world and its violent climate. the God of death and destruction. The Iyx do not
Mankind’s survival is now in jeopardy as titanic forget and they have begun their rituals of suffering
God-Wraths are reawakening, intent on their purpose around the slowly awakening 100 foot tall stone
of "punishing" those they deem unclean. statue, seeking to spark its wrath and wreak
vengeance!
Sitha (Homebase) (0100): Many races come to the
floating city, home to the amphibious and tentacled Knife-edge Hills (0101): Steep canyons and ridges
Talus, to trade for the strange flora and fauna that scar these dry hills, said to be wounds caused by the
the Talus retrieve from the deeps. The city is God-Wraths in previous battles with each other and a
considering moving away from its current location, as previously punished race. A large tribe of humans
the two nearby God-Wraths are of great concern! The eke out a living here among the "goblins" - small,
humans who live under the gill quarters are looking white, crafty creatures that regularly raid the
for escorts to take them to the camps in the humans. The human leaders here want to fight the
Knife-edge Hills. races and God-Wraths, convinced they have support
from the wierdlings, mutant humans that have
strange powers.
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celebrate the God with a market thrice every orbit of
the planet. This is the only time the Uma allow
visitors in, as they are otherwise extremely
xenophobic, enforcing their territory zealously.
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The robots resist efforts to take the spores or enter
the building, but the Verdant Guild is willing to pay a
high price for the recovery of a spore or information
on what is inside the building.
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and planes of existence. The US and Canadian
governments have not been successful in limiting
access or closing the portals, despite heavy
surveillance and policing. With the help of unknown
forces that ripple around them, altering reality, it is
easy for determined travelers to slip by!
Factions
SpaceZ - Seeking to acquire Faster-Than-Light
technology from visitors. Willing to experiment in
dangerous fashion!
TransTech - Developing “smart” nanotech that can
(Hex scale is 24 miles) reprogram a subject’s brain. Responsible for the
‘zombification’ of an entire shift of precinct police.
Jingshen Co - creating spirit-tech in cooperation with
HoChunk Nation, but seeking outside contractors to
steal Ho-Chu-Tech secrets.
Ame - Purveyors of elven magi-tech and uPhone
counterspelling apps. Denying accusations of
mind-control tech. Witnesses have disappeared!
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